It works a path of 5000 nodes takes like 10ms now. Still not great but a lot better than 300s (30.000 quicker is not too bad)

The only thing I changed was to make the closedList into a HashMap<CalculatingNode, CalculatingNode>, seeing as the closed list doesn't have to be put in the comparable order and that one is the one growing a lot. Thanks for the push in the right direction Riven!

I'm sure I could improve it a lot more with your other suggestions, but that'll have to wait until I'm not on a slow hotel connection.

I wish there was an easy way to spend large amounts of money, it becomes hard to get rid of millions :p

Maybe large buildings you can buy for cities that increases the rate of growth slightly?

The farm update will be a money sinker (and maker), the missis is working on all the details to make it fun (she's a casual player who loves farm games). It should add another dimension to the game, something like a game within the game but still connected to the main game...

For the ones who make lots of money they will be able to increase the % of the income that goes to research (to improve the profit even more ), or build airports (1.000.000+ per airport!).

I'm a bit frustrated with the bus strategy : Load and full load is not enough. I would like more flexibility.

It should be possible to :- Define "quick load" or "load"- Define a Min load : 0, 5, 10, 25, 50 (for example)- buses should load at least the min load what ever append- If a bus is "quick load" and it has a min load 0, it leaves immediatly (what ever is its place in the line)- If a bus is "quick load" and it has loaded the min load, it leaves immediatly- If a bus is "load" and it has loaded at least the min load and there is not another bus in the line, it continues to load- If a bus is "load" and it has loaded at least the min load and there is another bus in the line, it leaves

The reason why buses are so examined at the moment is due to nothing else being available yet. When there are more things to do I'm hoping that a bus strategy for every single bus won't be necessary. I'll try to keep the game at a higher level than needing to optimize each bus. If, once more content is added, the need still exists I'd be happy to add something similar to what you posted.

Thanks for coming up with an expansion to the load system. I'm hoping it won't be necessary to implement but I'll keep it in the back of my head

Mike

EDIT: Fixed a bug related to passengers waiting on the stations (only gui wise, the server was always correct). Restarted the server.

Humm... I bought 150 buses at some different stations by clicking as quick as I could and didn't notice anything at all. Is it still happening since my change yesterday that fixed some bugs around stations and vehicles?

The worldmap feature was really nice, where when you zoomed out it drew a 2d topdown version of the map

Thanks a lot! I doubt that there is a simcity kind of game that is made into an mmo so hopefully I'll get some obscure part of the market

The worldmap is indeed quite neat, the only problem is the time it takes to download it (it's like 1mb big, twice the size of the game). I've considered splitting it up into smaller pictures and load them on demand, but I love the feeling of zooming all the way out and then all the way in...

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